
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tome Ru (Русификатор, бета версия) 1.7.4Данный русификатор находится на стадии разработки (DLC не переведены). Также хочу отметить, что перевод не профессиональный и сделан энтузиастами, поэтому к различным ошибкам просьба относиться с пониманием. Вы можете оставлять свои отзывы, пожелания, а также делиться скриншотами с ошибками перевода в нашем русскоязычном discord по Tales of Maj'Eyal https://discord.gg/gNq4UC7 и даже сами начать участвовать в переводе! Всем приятной игры! Также за помощь в переводе и создании шрифтов благодарим команду Zone of Games. ВАЖНО! Чтобы включить русский язык, нужно в игре ПОСЛЕ СОЗДАНИЯ ПЕРСОНАЖА нажать ESC > Language и выбрать Russian. FAQ (часто задаваемые вопросы): - Почему не переведено главное меню? (Самая высшая версия аддона - самая актуальная) Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 37 / 100% |
| Size | huge |
| Lifes / Deaths | Killed by steam giant gunner at level 8 on the 24th Retaking 124th year of Ascendancy at 10:17 1 / 6Killed by shadow at level 24 on the 22nd Revenge 124th year of Ascendancy at 05:40 Killed by Rnaseliel the shalore at level 29 on the 37th Revenge 124th year of Ascendancy at 07:15 Killed by Ernndu the shalore at level 36 on the 24th Pain 124th year of Ascendancy at 11:18 Killed by stone golem at level 37 on the 28th Pain 124th year of Ascendancy at 01:42 Killed by Izha the quasit at level 37 on the 28th Pain 124th year of Ascendancy at 07:23 |
Primary Stats
| Strength | 120 (base 40) |
| Dexterity | 24 (base 10) |
| Constitution | 73 (base 55) |
| Magic | 14 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 65 (base 52) |
Resources
| Life | 1324/1324 |
| Steam | 100/100 |
| Healing Factor | 1.9690551692092 |
| Regeneration | 48.294973323754 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 2 |
| Infravision | 8 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 33 |
| Crit Chance | 44% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 77 |
| Accuracy | 33 |
| Crit Chance | 46% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Darkness | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +17% |
| Light | +27% |
| Darkness | +32% |
| Physical | +32% |
| Fire | +67% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 29 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 20 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 49%( 70%) |
| Light | + 6%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 14% |
| Disarm Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 16% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 99%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 6/14 |
| 25/36 |
| 2/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Adventure Friendly Fire Disabler |
| talent | Overheat Saws |
| talent | Melting Point |
| talent | Grinding Shield |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Ulfolegrim the pair of dwarven-steel boots (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Phys.save +15 (+4 eff.) Mind.save +31 (+10 eff.) Heal.mod +10% ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ce'Nayamitira the drakeskin leather cap (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +7 Str +9 Dex +3 Wil +4 Cun +2 Con ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +3% light +10% blight +20% nature +5% arcane Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +60.00 Heal.mod +15% ---------- misc Infravis +2 Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 564.9 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 HP.reg +4.00 Disarm- +100% ---------- misc Stam/turn +1.10 Max.stam +13.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+5 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Aramira the Pitchrazor0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness +10% lightning Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +24% lightning Max.HP +57.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Chargrinder0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +20% fire Melee Ret 4 arcane ----- def ----- Resists +15% fire +5% arcane +15% cold Mind.save +8 (+2 eff.) Blind- +16% Confus- +14% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
| In main hand | Viletooth (20-30 power, 28 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +28 Crit +19.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
| Around waist | hardened leather belt of recklessness 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | Belugatha the Noonbloom (40-59 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Psionic/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +21.0% Atk.spd 100% Block +114 Melee+ +13 light Against +20% Undead On Crit.r2 +12 light Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex +4 Wil dps ---------- Res.pen +20% light +15% fire Melee Ret 18 lightning 2 fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +16% lightning +13% physical +3% light Shield.near.proj +67 Proj.slow +27% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +10% nature +25% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
medical injector implant of the sneak (efficiency 138% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 97% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 125; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 495%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 495% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 511%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 21; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 22; resist 20%; move 35%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 35% faster, and you are invisible (power 22). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune (117 arcane damage)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 117 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 93; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 130; dur 6; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +20% Rings make your fingers look great! |
savage's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
acidic dwarven-steel battleaxe of massacre (45-68 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
blazebringer's steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +13 fire While equipped: dps ---------- All.spd +3% Res.pen +9% fire Sharp, short and deadly. |
stralite dagger of crippling (29-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
thought-forged iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +2 Wil Massive two-handed mauls. |
truestriking steel greatmaul of massacre (38-58 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +12 (+6 eff.) Apr +10 Massive two-handed mauls. |
Blastbone the steel greatsword (37-59 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Mind.crit +6% ----- def ----- Resists +30% lightning +5% arcane Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
balanced steel greatsword of rage (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +22 (+10 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +32% Massive two-handed swords. |
quick dwarven-steel greatsword of dampening (39-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +19 (+9 eff.) ----- def ----- Resists +14% acid +13% lightning +14% cold +14% fire +7% all Spell.save +12 (+6 eff.) Massive two-handed swords. |
Arythra4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 cold While equipped: Stats +2 Str +7 Dex +2 Con dps ---------- Dmg.mod +9% acid +17% cold ---------- misc See.Invis +9 Masteries +0.15 Wild-gift/Fungus Regenerate 162 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Filthpython the dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +20 nature While equipped: Stats +3 Wil dps ---------- Acc +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +10 (+5 eff.) Resists +15% nature Crit.dmg- 15.00% Disarm- +31% ---------- misc Light +3 Sharp, long, and deadly. |
Hellswilter (24-34 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +12 light On Crit.r2 +8 light +8 fire While equipped: dps ---------- Dmg.mod +15% mind Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ---------- misc Light +3 Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
truestriking stralite longsword of enduring (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con +5 Wil dps ---------- Res.pen +11% physical Acc +12 (+6 eff.) Apr +9 ----- def ----- Max.HP +44.00 Sharp, long, and deadly. |
Issadechik the dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Str dps ---------- Crit.mult +10.00% Res.pen +10% acid Acc +10 (+5 eff.) ----- def ----- Armour +6 Defense +11 (+5 eff.) Resists +21% acid Disarm- +38% Blunt and deadly. |
dwarven-steel mace 'Jetarc' (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +15 cold While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% nature Res.pen +6% physical Melee Ret 4 darkness ----- def ----- Resists +3% darkness Disarm- +15% Blunt and deadly. |
Eclipseburst the thorny mindstar (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +8 darkness While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.crit +3% Mind.pwr +36 (+13 eff.) Dmg.mod +15% blight ----- def ----- Resists +9% cold Spell.save +6 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Goriawe the thorny mindstar (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit.r1 +16 mind On Hit: * 20% chance to reduce armor by 12% While equipped: Stats +3 Cun +2 Str dps ---------- Mind.crit +3% Mind.pwr +14 (+5 eff.) Dmg.mod +15% acid +18% mind ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Overseer (17-19 power, 27 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+4 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 297.13 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Xerabreba the Cystoath (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 nature On Hit: * 20% chance to slow global speed by 51% While equipped: dps ---------- Mind.crit +9% Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Dmg.mod +17% lightning +15% fire +12% cold Melee Ret 8 nature ---------- misc Hate/m.crit +3.00 Max.psi +20.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +6% physical Res.pen +5% physical ----- def ----- Resists +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
bright iron ritual blade (10-12 power, 5 apr) bright iron ritual blade (10-12 power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Arcane Power 9.5 - 12.3 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +5 Crit +2.0% Atk.spd 100% Dmg.conv 9% light While equipped: dps ---------- Spell.crit +2% Dmg.mod +8% light ---------- misc Light +1 Infravis -1 Sharp, short and deadly. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 56.75 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.09 (up to a maximum of 28.37 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Healkiss the ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +24.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane +36% nature ----- def ----- Armour +4 Resists +6% lightning Max.HP +100.00 ---------- misc Max.psi +40.00 Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Unrirak' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness +6% mind Res.pen +10% mind Melee Ret 10 mind ----- def ----- Resists +18% cold +2% physical Heal.mod +20% Stun/Frz- +20% ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Burnsting' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +14.00% Phys.pwr +15 (+4 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +9% acid +18% physical +15% darkness Res.pen +15% acid +15% physical +15% fire Apr +4 ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
greater ash starstaff of channeling (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +20 (+6 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Mana/turn +0.17 Talents +1 Command Staff This staff offers 15% bonus to light, darkness, temporal, physical damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +27.00% Spell.pwr +23 (+7 eff.) Melee+ 23 fire Dmg.mod +25% temporal ---------- misc Mana/turn +0.22 See.Invis +10 Talents +1 Command Staff This staff offers 25% bonus to temporal damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Flashpoint4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
enhanced stralite steamgun of lightning4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 lightning Uses 2.0 Steam While equipped: Stats +7 Str +3 Dex +3 Mag +3 Wil +6 Cun +6 Con dps ---------- Dmg.mod +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gegatira the Blizzardprophet (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Melee+ +20 cold On Crit.r2 +8 lightning Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +21% lightning +3% cold Res.pen +20% light On Melee Ret: * 25% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light +15% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Thunderwarden (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * 20% chance to slow global speed by 51% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +8 Wil dps ---------- Phys.crit +10.0% Melee Ret 8 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +5% arcane Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +4.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced iron steamsaw of massacre (16-23 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 15.5 - 23.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +2 Defense +7 (+3 eff.) Fatigue +4% Disarm- +22% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel steamsaw of shrapnel (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (12-18 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw of physical resistance (+11%) (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +11% physical ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's dwarven-steel steamsaw of massacre (26-38 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +5 Str +3 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's iron steamsaw (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Master/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: Stats +2 Str +2 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
blue-steel trident of enduring (17-27 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Nature Power 17.0 - 27.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: Stats +12 Con +12 Wil ----- def ----- Max.HP +42.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling deep-steel trident of torment (27-43 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +24 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold Ice.pen +25% ----- def ----- Armour +20 A hand axe carved out of the most frozen parts of the northern wasteland. |
Ulagund the Sootwasp (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 lightning On Crit.r2 +20 nature +8 darkness While equipped: dps ---------- Acc +7 (+4 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +9 (+4 eff.) Resists +20% darkness Disarm- +31% One-handed war axes. |
dwarven-steel waraxe 'Gunedehir' (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +20 blight On Crit.r2 +20 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +25% mind ----- def ----- Resists +9% blight One-handed war axes. |
stralite waraxe of crippling (30-41 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% One-handed war axes. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
hardened leather belt 'Vorana'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Resists +6% temporal +12% fire Phys.save +6 (+2 eff.) Max.HP +144.00 Cut- +20% ---------- misc Max.hate +10.00 A belt that goes around your waist. |
Urthydendur the Blizzardcut (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% mind +12% cold Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +18% cold Mind.save +11 (+3 eff.) ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 37.79 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
enveloping cashmere cloak of protection (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+4 eff.) Resists +7% acid +14% light +23% fire +7% lightning +7% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 43.64 to 54.55 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dreamer's silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) S.pwr/crit +4 ----- def ----- Resists +13% darkness +14% mind +13% all Phys.save +14 (+4 eff.) Spell.save +15 (+8 eff.) Mind.save +32 (+10 eff.) Silence- +21% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +5 ----- def ----- Resists +13% all Silence- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of nature (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% nature On Melee Ret: * 5% chance to slow global speed by 51% * 5 arcane resource burn ----- def ----- Resists +18% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eremogund the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +15% blight +6% arcane +9% mind Res.pen +25% arcane ----- def ----- Armour +8 Fatigue +3% ---------- misc Equi/ret +0.24 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomveil the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +11 (+4 eff.) Dmg.mod +9% cold Res.pen +10% darkness Melee Ret 4 darkness ----- def ----- Armour +4 Fatigue -12% Resists +18% darkness Phys.save +15 (+4 eff.) ---------- misc Max.enc +60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+4 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 4.93 blight damage and is poisoned for 19.72 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
invigorating pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +7% physical ----- def ----- Armour +3 Fatigue -7% Max.HP +44.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
pair of hardened leather boots 'Hettyhir' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) S.pwr/crit +10 Res.pen +10% temporal +11% physical Phasing +30% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 ---------- misc Mana/turn +0.12 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Eilinabeth the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +4 Fatigue +4% Resists +18% fire +9% darkness +13% cold Phys.save +15 (+4 eff.) Spell.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +10% Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hanildil the Sewerminister (0 def, 9 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Dex +3 Wil dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +8% darkness +19% blight +15% cold +9% nature +8% fire Spell.save +5 (+3 eff.) Mind.save +16 (+5 eff.) Die.at -80.00 life Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 2 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettuntir the hardened leather cap (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- Apr +6 ----- def ----- Armour +9 Fatigue +3% Resists +12% lightning +6% fire +2% physical +12% acid ---------- misc See.Invis +18 A cap made of leather. |
stabilizing dwarven-steel helm of blood magic (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +2% Dmg.mod +8% blight +8% arcane ----- def ----- Armour +4 Fatigue +4% Phys.save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of strength (+9) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +9 Str +4 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +14 (+4 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
radiant stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +7% Resists +15% blight +26% darkness Phys.save +9 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +12% Resists +9% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
Arthegar the hardened leather armour (9 def, 30 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Melee+ 8 fire Ranged+ 8 fire Apr +2 ----- def ----- Armour +30 Defense +9 (+4 eff.) Fatigue +8% Resists +6% lightning +20% fire +5% arcane +20% physical Crit.dmg- 15.00% Silence- +20% Teleport- +20% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% light +10% darkness A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of the dragon (0 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +7% acid +11% physical +8% cold +8% lightning +9% fire Disarm- +25% Stun/Frz- +29% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
searing steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 9 acid 11 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +9 Fatigue +22% Resists +14% acid +16% fire +20% lightning A suit of armour made of metal plates. |
ziguranth granite wardstone of the spellhunt ziguranth granite wardstone of the spellhunt1.0 T2 wardstone armor Reqs Mag 15 [Ego++] Disrupt While equipped: ----- def ----- Defense +4 (+2 eff.) Resists +7% blight +7% temporal +7% arcane Dmg.red +2 all Phys.save +12 (+4 eff.) Spell.save +14 (+7 eff.) Proj.slow +15% ---------- misc Wards +2 blight +2 temporal +1 arcane Talents +2 Ward Handheld warding devices |
Hazepall the quiver of yew arrows (21/21, 35-49 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +10 Crit +2.0% Capacity 21 Ranged+ +20 lightning +20 cold On Hit.r1 +20 lightning +20 cold +20 arcane Arrows are used with bows to pierce your foes to death. |
storming quiver of elm arrows of wind (19/19, 12-17 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Proj.spd +200% Ranged+ +12 lightning On Crit.r2 +9 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage Arrows are used with bows to pierce your foes to death. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
128 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
36 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 25 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
24 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal alchemist's lamp of illusion0.0 T3 lite [Ego++] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +14 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of health1.0 T3 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 19 fire ----- def ----- Resists +7% fire Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
18 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 34] amazing fiery salve [power 34]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 215] simple healing salve [power 215]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 164% efficiency and 50% cooldown modifier. Heal 215 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Cracklerune (22/22, 58-70 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Nature/Master/Psionic Power 58.5 - 70.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Rld cld 6 Ranged+ +15 cold +11 mind On Hit.r1 +8 acid On Crit.r2 +20 acid +11 cold +16 lightning On Hit: * 24% chance to reduce all saves and defense by 24 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of torment (19/20, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego++] Psionic Power 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +20 physical On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 150 physical damage Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
steel torque of gale force 'Sepsisream' [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% acid +12% physical +18% nature Acc +10 (+5 eff.) Apr +4 Melee Ret 4 physical Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 210 physical damage Puts all charms on 15 cooldown Res.pen: + 16% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Mykath the ash wand of shielding [power 212] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +30% acid +20% nature +5% arcane Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Heal for 56. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
22 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gorun the Orc Sawbutcher level 15
42nd Retaking 124th year of Ascendancy at 18:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gorun the Orc Sawbutcher level 37
27th Pain 124th year of Ascendancy at 00:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gorun the Orc Sawbutcher level 10
26th Retaking 124th year of Ascendancy at 21:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gorun the Orc Sawbutcher level 20
5th Revenge 124th year of Ascendancy at 07:29 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Gorun the Orc Sawbutcher level 30
39th Revenge 124th year of Ascendancy at 13:18 see stats
Reclaiming Garkul's Heritage (Insane (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Gorun the Orc Sawbutcher level 35
47th Revenge 124th year of Ascendancy at 02:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Gorun the Orc Sawbutcher level 29
39th Revenge 124th year of Ascendancy at 13:10 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By Gorun the Orc Sawbutcher level 26
25th Revenge 124th year of Ascendancy at 01:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Gorun the Orc Sawbutcher level 23
21st Revenge 124th year of Ascendancy at 16:43 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Gorun the Orc Sawbutcher level 36
47th Revenge 124th year of Ascendancy at 05:27 see stats
This will make a big Omelette! (Insane (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Gorun the Orc Sawbutcher level 26
24th Revenge 124th year of Ascendancy at 23:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Gorun the Orc Sawbutcher level 35
46th Revenge 124th year of Ascendancy at 20:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gorun the Orc Sawbutcher level 19
3rd Revenge 124th year of Ascendancy at 03:24 see stats
Log
Loyal Vampire Shadowblade activates Stealth.
Loyal Cornac Wyrmic gains 1% of a turn from Ancestral Life.
Loyal Cornac Wyrmic uses Nature's Touch.
Loyal Cornac Wyrmic gains 5% of a turn from Ancestral Life.
Loyal Dwarf Cursed uses Infusion: Wild.
Loyal Dwarf Cursed lessens the pain.
Loyal Cornac Bulwark feels pain again.
The fabric of time around Loyal Shalore Archmage stabilizes to normal.
Rested for 16 turns.
Loyal Shalore Archmage casts Rune: Manasurge.
Loyal Shalore Archmage starts to surge mana.
Loyal Dwarf Cursed stops regenerating health quickly.
Loyal Cornac Bulwark's adrenaline surge has come to an end.
Loyal Dwarf Cursed feels pain again.
The shield around Loyal Shalore Anorithil crumbles.
Loyal Shalore Archmage activates Essence of Speed.
Loyal Shalore Archmage activates Slipstream.
Loyal Dwarf Cursed uses Infusion: Regeneration.
Loyal Dwarf Cursed starts regenerating health quickly.
Loyal Cornac Bulwark uses Second Wind.
Loyal Shalore Archmage stops surging mana.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.




























































































































































